Dashing Blow: The
Dashing Swordsman can add his Charisma bonus to damage with any weapon he uses his Weapon
Finesse feat with.

Dramatic Instincts: The Dashing Swordsman can make a Charisma check with his levels in this class
as a bonus on the check to find out where something with potential of being
dramatic is happening. The DC should be 5 + 1 for every 10 ft. away the Dashing
Swordsman is, with additional modifiers as determined by the DM. To use this
effect, the Dashing Swordsman must concentrate for 2 rounds. The Dashing Swordsman
may use this ability 1/day for every three levels in this class (minimum 1).

Extra-Dimensional Rope: A dashing swordsman always has a rope to hand. Regardless of the time or
place, if the situation calls for a rope to swing on, fall with, or Climb on, one is to hand, and effectively unbreakable. He can summon it with a swift
action. The length of the rope is 100 ft. per class level, until 10th level
where it has an unlimited length. The rope will stop when the Dashing Swordsman
needs it to stop. Note that this rope will automatically be secured to anything
conveniently placed, as long as it is securable.

Immunity (broken glass): Dashing Swordsmen are immune to damage from all forms of broken glass, thus
enabling them to swing through a window and make a dramatic scene without gaining
a scratch.

Irresistible: If
the Dashing Swordsman makes an amorous gesture when not in combat, any eligible
partners must make a Will save with a dc of (10 + Class level + Charisma modifier)
or swoon. This ability effects 1 person per round per class level. Ex. a level
3 Dashing Swordsman can effect 3 people at once with this ability.

Quip: When the Dashing
Swordsman makes a bad pun, the target of their Dodge must make a will save (DC
10 + class level + Charisma modifier) or be stunned for 1 round from aggravation.
To make an adequate pun, the Dashing Swordsman must make a Perform (comedy)
check with a DC of (Enemies HD + 2 per time used on him). The target of this
ability must have an Intelligence of 8 or higher and must be able to understand
the character. This is only usable once every 1d4 rounds. At eighth level the
opponent is stunned for two rounds instead.

Dashing Strike: Same
as Dashing Blow, except it also effects attack as well.

Dramatic Skills: The Dramatic Swordsman gains a bonus of +2 per 4 class levels to a number of
class skills equal to his class level, once these skills have been chosen, they
cannot be changed.

Extreme Dramatic Instincts: Same as Dramatic Instincts except all DC's are halved. However, the Dashing
Swordsman will get a tingling feeling whenever a suitable event is within 100
ft. To use this effect, the Dashing Swordsman must concentrate for 1 round.

Dashing Parry: As
long as Dashing Swordsman is holding a finessable weapon, he adds his Charisma bonus
to his AC.

Dashing Wit: The
Dashing Swordsman may substitute his Charisma for the other ability prerequisites
of feats.

Unbelievable Dramatic
Instincts: The Dashing Swordsman now gets the tingling feeling at 500 ft.
instead of 100 ft. To use this ability, he must spend a move action concentrating.

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